// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin. // // Copyright (c) 2023-2025 Advanced Micro Devices, Inc. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #include "FFXFrameInterpolationViewExtension.h" #include "FFXFrameInterpolation.h" #include "PostProcess/PostProcessing.h" #include "ScenePrivate.h" #include "../../FFXFSR3TemporalUpscaling/Public/FFXFSR3History.h" namespace FFXFIStrings { static constexpr auto D3D12 = TEXT("D3D12"); } FFXFrameInterpolationViewExtension::FFXFrameInterpolationViewExtension(const FAutoRegister& AutoRegister, FFXFrameInterpolation* InFrameInterpolation) : FSceneViewExtensionBase(AutoRegister) , FrameInterpolation(InFrameInterpolation) , bFrameInterpolationSupported(false) { FString RHIName = GDynamicRHI->GetName(); if (RHIName == FFXFIStrings::D3D12) { bFrameInterpolationSupported = true; } } void FFXFrameInterpolationViewExtension::PrePostProcessPass_RenderThread(FRDGBuilder& GraphBuilder, const FSceneView& View, const FPostProcessingInputs& Inputs) { if (View.GetFeatureLevel() > ERHIFeatureLevel::SM5 || (bFrameInterpolationSupported && View.GetFeatureLevel() == ERHIFeatureLevel::SM5)) { FrameInterpolation->SetupView(View, Inputs); } }